Difference between revisions of "Dark Aggressor TD"

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(Torpedo armament)
m (U44629479 moved page Dark class (FPB 1102) TD to Dark Aggressor TD: Name change in update 2.7)
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{{Specs-Card|code=uk_dark_class_mtb_td}}
+
{{Specs-Card
 +
|code=uk_dark_class_mtb_td
 +
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
 +
}}
  
 
== Description ==
 
== Description ==
 
<!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' -->
 
<!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' -->
<!-- [[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 
{{Break}} -->
 
 
The '''{{Specs|name}}''' is a gift rank {{Specs|rank}} British motor torpedo boat {{Battle-rating}}. It was introduced during [[Update "New Power"]] as a [[wt:en/news/6968-more-twitch-drops-en|reward for watching War Thunder streams on Twitch.tv]] along with a unique skin for the vehicle.
 
The '''{{Specs|name}}''' is a gift rank {{Specs|rank}} British motor torpedo boat {{Battle-rating}}. It was introduced during [[Update "New Power"]] as a [[wt:en/news/6968-more-twitch-drops-en|reward for watching War Thunder streams on Twitch.tv]] along with a unique skin for the vehicle.
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
 +
{{Specs-Fleet-Armour}}
 
<!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the "Usage in battles" section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' -->
 
<!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the "Usage in battles" section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' -->
Dark Adventurer has the following armour layout:
+
 
 +
Dark Aggressor has the following armour layout:
  
 
* Hull: 40 mm, wood
 
* Hull: 40 mm, wood
 
* Superstructure: 15 mm, wood
 
* Superstructure: 15 mm, wood
  
Dark Adventurer has no armour at all, lacking even a gunshield for the main cannon. Right beneath the gun are also two large ammunition racks. These cannot be removed unless all ammo for the main gun is emptied. Altogether, with a crew complement of only 15, Dark Aggressor's survivability is low.
+
Dark Aggressor has no armour at all, lacking even a gunshield for the main cannon. Right beneath the gun are also two large ammunition racks. These cannot be removed unless all ammo for the main gun is emptied. Altogether, with a crew complement of only 15, Dark Aggressor's survivability is low.
  
On top of this, being a small boat, she can be hull-broken by any gun with a diameter above 4 inches (102 mm). At Dark Aggressor's battle rating, there are three guns capable of hull-break: the [[8cwt QF Mk I (114 mm)]] , the [[10.5 cm SK C/32 (105 mm)|10.5 cm SK C/32]] (found on {{Specs-Link|germ_artilleriefahrprahm_typ_d3}}), and the [[120 mm/45 Type 3 (120 mm)|120 mm/45 Type 3]] (found on {{Specs-Link|jp_escort_hiburi_class_syonan}}). Luckily for Dark Agressor though, the first two are quite rare to see and are mounted on vehicles that are easily knocked out themselves, and the third is a rather bad cannon that most players don't even use. This makes hull-breaks fairly rare.
+
On top of this, being a small boat, she can be hull-broken by any gun with a diameter above 4 inches (102 mm). At Dark Aggressor's battle rating, there are three guns capable of hull-break: the [[8cwt QF Mk I (114 mm)]] (found on {{Specs-Link|uk_dark_class}}), the [[10.5 cm SK C/32 (105 mm)|10.5 cm SK C/32]] (found on {{Specs-Link|germ_artilleriefahrprahm_typ_d3}}), and the [[120 mm/45 Type 3 (120 mm)|120 mm/45 Type 3]] (found on {{Specs-Link|jp_escort_hiburi_class_syonan}}). Luckily for Dark Aggressor though, the first two are quite rare to see and are mounted on vehicles that are easily knocked out themselves, and the third is a rather bad cannon that most players don't even use. This makes hull-breaks fairly rare.
  
 
All things considered, aside from the ammunition racks in the bow, Dark Aggressor's survivability is more or less average. Low survivability and the ability to be hull-broken are the norms for most boats at this battle rating and really shouldn't be looked at as a disadvantage on the part of Dark Aggressor.
 
All things considered, aside from the ammunition racks in the bow, Dark Aggressor's survivability is more or less average. Low survivability and the ability to be hull-broken are the norms for most boats at this battle rating and really shouldn't be looked at as a disadvantage on the part of Dark Aggressor.
 +
 
=== Mobility ===
 
=== Mobility ===
<!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' -->Dark Adventurer's maximum speeds, mobility, acceleration, and stopping are all average, not too much better or worse than any of the other fast motor torpedo boats or motor gun boats around her battle rating.
+
{{Specs-Fleet-Mobility}}
 +
<!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' -->
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
! colspan="6" | '''Mobility Characteristics'''
 +
|-
 +
! rowspan="2" | Game Mode
 +
! rowspan="2" | Upgrade Status
 +
! colspan="2" | Maximum Speed (km/h)
 +
! rowspan="2" | {{Annotation|Turn Time (s)|Time needed to complete a 360° turn at maximum speed}}
 +
! rowspan="2" | {{Annotation|Turn Radius (m)|At maximum speed}}
 +
|-
 +
! rowspan="1" | Forward
 +
! rowspan="1" | Reverse
 +
|-
 +
| rowspan="2" | {{Annotation|AB|Arcade Battles}}
 +
| {{Annotation|Stock|All modifications removed}} || 73 || 27 || ~26.18 || ~43.98
 +
|-
 +
| {{Annotation|Upgraded|All modifications installed}} || 100 || 37 || ~17.38 || ~27.66
 +
|-
 +
| rowspan="2" | {{Annotation|RB|Realistic Battles}}/{{Annotation|SB|Simulator Battles}}
 +
| {{Annotation|Stock|All modifications removed}} || 64 || 24 || ~29.02 || ~50.04
 +
|-
 +
| {{Annotation|Upgraded|All modifications installed}} || 74 || 27 || ~23.83 || ~40.03
 +
|-
 +
|}
  
{{NavalMobility}}
+
Dark Aggressor's maximum speeds, mobility, acceleration, and stopping are all average, not too much better or worse than any of the other fast motor torpedo boats or motor gun boats around her battle rating.
 +
 
 +
=== Modifications and economy ===
 +
{{Specs-Economy}}
  
 
== Armament ==
 
== Armament ==
 +
{{Specs-Fleet-Armaments}}
 
=== Primary armament ===
 
=== Primary armament ===
 +
{{Specs-Fleet-Primary}}
 
<!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: <code><nowiki>{{main|Weapon name (calibre)}}</nowiki></code>. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' -->
 
<!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: <code><nowiki>{{main|Weapon name (calibre)}}</nowiki></code>. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' -->
 
{{main|QF Mark VII (40 mm)}}
 
{{main|QF Mark VII (40 mm)}}
  
In her primary armament group, Dark Agressor has a single 40 mm QF Mark VII in a single mount just in front of the bridge. It has 1500 rounds of ammunition available for it. It can traverse horizontally at a rate of 40°/s and vertically at a rate of 34°/s. The gun has a magazine capacity of 4 rounds and has a rate of fire of 160 rounds/min. With a stock crew, the gun can be reloaded in 0.49 seconds; with an aced crew, it can be reloaded in 0.38 seconds. Firing the gun for too long will cause it to jam. Its maximum range against surface targets is roughly 3.25 km.
+
In her primary armament group, Dark Aggressor has a single 40 mm QF Mark VII in a single mount just in front of the bridge. It has 1500 rounds of ammunition available for it. It can traverse horizontally at a rate of 40°/s and vertically at a rate of 34°/s. The gun has a magazine capacity of 4 rounds and has a rate of fire of 160 rounds/min. With a stock crew, the gun can be reloaded in 0.49 seconds; with an aced crew, it can be reloaded in 0.38 seconds. Firing the gun for too long will cause it to jam. Its maximum range against surface targets is roughly 3.25 km.
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
! colspan="2" |'''Guidance for the Secondary Gun Turret'''
+
! colspan="2" | '''Guidance for the Secondary Gun Turret'''
 +
|-
 +
! Horizontal !! Vertical
 
|-
 
|-
!Horizontal!!Vertical
+
| ±180° || -10°/+89°
 
|-
 
|-
|±180°||-10°/+89°
 
 
|}
 
|}
 +
 
There are three ammunition options available:
 
There are three ammunition options available:
  
*Universal: {{Annotation|AP-T|Armour-Piercing Tracer}}/{{Annotation|HEFI-T|High-Explosive Fragmentary Incendiary Tracer}}
+
* Universal: {{Annotation|AP-T|Armour-Piercing Tracer}}/{{Annotation|HEFI-T|High-Explosive Fragmentary Incendiary Tracer}}
*40 mm HE clips: {{Annotation|HEFI-T|High-Explosive Fragmentary Incendiary Tracer}}/{{Annotation|HEFI-T|High-Explosive Fragmentary Incendiary Tracer}}/{{Annotation|HEFI-T|High-Explosive Fragmentary Incendiary Tracer}}/{{Annotation|AP-T|Armour-Piercing Tracer}}
+
* 40 mm HE clips: {{Annotation|HEFI-T|High-Explosive Fragmentary Incendiary Tracer}}/{{Annotation|HEFI-T|High-Explosive Fragmentary Incendiary Tracer}}/{{Annotation|HEFI-T|High-Explosive Fragmentary Incendiary Tracer}}/{{Annotation|AP-T|Armour-Piercing Tracer}}
*40 mm AP clips: {{Annotation|AP-T|Armour-Piercing Tracer}}/{{Annotation|AP-T|Armour-Piercing Tracer}}/{{Annotation|AP-T|Armour-Piercing Tracer}}/{{Annotation|HEFI-T|High-Explosive Fragmentary Incendiary Tracer}}
+
* 40 mm AP clips: {{Annotation|AP-T|Armour-Piercing Tracer}}/{{Annotation|AP-T|Armour-Piercing Tracer}}/{{Annotation|AP-T|Armour-Piercing Tracer}}/{{Annotation|HEFI-T|High-Explosive Fragmentary Incendiary Tracer}}
  
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
{| class="wikitable sortable" style="text-align:center" width="100%"
! colspan="7" |'''Penetration Statistics'''
+
! colspan="7" | '''Penetration Statistics'''
 
|-
 
|-
! rowspan="2" data-sort-type="text" |Ammunition
+
! rowspan="2" data-sort-type="text" | Ammunition
! colspan="6" |'''Penetration @ 0° Angle of Attack (mm)'''
+
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
 
|-
 
|-
!10 m!!100 m!!500 m!!1,000 m!!1,500 m!!2,000 m
+
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
 
|-
 
|-
|Universal||80||77||66||57||50||45
+
| Universal || 80 || 77 || 66 || 57 || 50 || 45
 
|-
 
|-
|40 mm HE clips||80||77||66||57||50||45
+
| 40 mm HE clips || 80 || 77 || 66 || 57 || 50 || 45
 +
|-
 +
| 40 mm AP clips || 80 || 77 || 66 || 57 || 50 || 45
 
|-
 
|-
|40 mm AP clips||80||77||66||57||50||45
 
 
|}
 
|}
=== Torpedo armament ===
+
 
<!-- ''Torpedo launchers are standard equipment on many ships and boats. Torpedoes are a significant means of defeating an opponent. Evaluate the position of the torpedo launchers, discuss the ammunition available, firing specifics such as dead zones, features of the torpedoes themselves, etc. If there is no torpedo armament, remove this section.'' -->
+
=== Additional armament ===
{{main|Mk.VIII (533 mm)}}
+
{{Specs-Fleet-Additional}}
 +
<!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' -->
 +
{{main|Mk.VIII (533 mm)|Mk.VII depth charge}}
  
 
Dark Aggressor has four torpedo tubes, two on each side, and can carry a total of four 533 mm Mk.VIII torpedoes. The torpedo tubes are pointed forwards but are angled outwards on each side. They are fixed, requiring the boat to be turned in order to aim them.
 
Dark Aggressor has four torpedo tubes, two on each side, and can carry a total of four 533 mm Mk.VIII torpedoes. The torpedo tubes are pointed forwards but are angled outwards on each side. They are fixed, requiring the boat to be turned in order to aim them.
  
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
! colspan="9" |'''Torpedo Characteristics'''
+
! colspan="9" | '''Torpedo Characteristics'''
 
|-
 
|-
!Torpedo Mode!!Mass (kg)!!Maximum speed in water (km/h)!!Travel distance (km)!!Depth stroke (m)!!Arming distance (m)!!Explosive type!!Explosive mass (kg)!!TNT equivalent (kg)
+
! Torpedo Mode !! Mass (kg) !! Maximum speed in water (km/h) !! Travel distance (km) !! Depth stroke (m) !! Arming distance (m) !! Explosive type !! Explosive mass (kg) !! TNT equivalent (kg)
 +
|-
 +
| {{Annotation|No|'Torpedo Mode' modification uninstalled}} || 1566 || 84 || 4.57 || 1 || 50 || TNT || 327 || 327
 +
|-
 +
| {{Annotation|Yes|'Torpedo Mode' modification installed}} || 1566 || 76 || 6.40 || 1 || 50 || TNT || 327 || 327
 
|}
 
|}
=== Special armament ===
 
<!-- ''Depth charges, mines, rocket launchers and missiles are also effective in skilled hands and can take an off-guard opponent by surprise. Evaluate the ammunition of this type of armament and rate its performance in combat. If there are no special armaments, remove this section.'' -->
 
{{main|Mk.VII depth charge}}
 
  
''Depth charges, mines, rocket launchers and missiles are also effective in skilled hands and can take an off-guard opponent by surprise. Evaluate the ammunition of this type of armament and rate its performance in combat. If there are no special armaments, remove this section.''
+
The Torpedo Mode modification is available as a tier IV modification. Installing it has the following changes:
  
== Usage in battles ==
+
{| class="wikitable" style="text-align:center"
<!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' -->
+
! colspan="2" | '''Torpedo Mode Specification Changes'''
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''
 
 
 
=== Modules ===
 
{| class="wikitable"
 
! Tier
 
! Seakeeping
 
! colspan="2" | Unsinkability
 
! colspan="3" | Firepower
 
 
|-
 
|-
| I
+
! Max Distance (m)
| Dry-Docking
+
! Max Speed (m/s)
| Tool Set
 
|
 
| 40 mm HE clips
 
|
 
|
 
 
|-
 
|-
| II
+
| +1830 || -1
| Rudder Replacement
 
| Fire Protection System
 
| Smokescreen
 
| 40 mm AP clips
 
|
 
|
 
 
|-
 
|-
| III
+
|}
| Propeller Replacement
+
 
|
+
Dark Aggressor can carry two Mk.VII depth charges mounted on the aft, one on each side facing outwards. The depth charges drop one-at-a-time in the following order (see the image):
|
+
 
| Improved Rangefinder
+
# Starboard side
| Primary Armament Targeting
+
# Portside
| Depth Charges
+
 
 +
Before spawning, the detonation time delay can be set anywhere between 3 seconds and 10 seconds.
 +
 
 +
{| class="wikitable" style="text-align:center"
 
|-
 
|-
| IV
+
! Mass (kg)
| Engine Maintenance
+
! Explosive Type
| New Pumps
+
! Explosive Mass (kg)
|
+
! TNT Equivalent (kg)
| Artillery Support
 
| Torpedo Mode
 
|
 
 
|-
 
|-
 +
| 196 || TNT || 130 || 130
 
|}
 
|}
 +
 +
== Usage in battles ==
 +
<!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' -->
 +
 +
;Ammunition Choices
 +
 +
The best ammunition choice is 40 mm HE clips because it has the highest ratio of HE rounds to AP rounds, which means it has the highest effectiveness against both aircraft and surface targets. The 40 mm HE clips should be the primary ammunition type used, but several 40 mm AP clips should also be taken into battle for use against certain armoured targets and against enemies sailing directly bow-in. In the latter case, HE rounds will detonate on a possibly already-destroyed bow compartment, leaving the rest of the vessel unharmed. AP rounds will pass through the bow compartment and deal damage to the rear of the vessel.
 +
 +
From arcade battle experience, AP rounds are more versatile in battle and are the better choice in most situations especially when engaging surface targets of similar size within tier 2 and always try to resolve direct fights as quickly as possible (either by winning or disengaging as quickly as possible). This boat is best used when outranging, flanking or ambushing the opposition given the facts it possess poor armour but the gun can sustain long periods continued fire therefore, strafing targets is encouraged.
 +
 +
;Torpedoes
 +
 +
The 18-inch Mk.XII is fairly average in terms of maximum speed and range, but it has a very low TNT equivalence compared to other torpedoes at this tier. Still, a hit with the Mk.XII torpedo on any boat at this tier is more than enough to destroy it. Otherwise, this is torpedo is unnoteworthy.
 +
 +
The Torpedo Mode modification should always be installed. The higher maximum speed is much more valuable against the fast-moving boats of tier I and II, and the maps are small enough that the reduction to the maximum range doesn't really matter.
 +
 +
;Depth Charges
 +
 +
Being anti-submarine weapons and with the present lack of submarines in the game, there is practically no reason to use them. While they can be used against surface targets, this is extremely situational. Sailing up right next to a slower target and dropping a depth charge can lead to some success, though again, this is very situational. If attempting this, remember the order in which the depth charges drop and that there is no reason to use any depth charge activation time setting above the minimum 3 seconds, since higher delay times means the depth charge will sink further, and thus away, from the target. Again, it should be reiterated that this is very situational.
 +
 +
There is no practical reason to take them into battle, since, if they're not dropped, they essentially become unarmoured ammo racks.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
 
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
 
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".''
 
  
 
'''Pros:'''
 
'''Pros:'''
  
*
+
* 40 mm QF Mark VII: powerful HE rounds, very high-penetration AP rounds (80 mm)
 +
* Very quick reload, practically continuous fire
 +
* Can outrange most enemies
  
 
'''Cons:'''
 
'''Cons:'''
  
*
+
* 40 mm QF Mark VII cannot fire directly backwards and takes a long time to cool
 +
* Main armament easily knocked out
 +
* No secondary or AA guns
 +
* Two large ammo racks below the forward gun, cannot be removed
  
 
== History ==
 
== History ==
Line 145: Line 192:
 
* ''reference to the series of the ship;''
 
* ''reference to the series of the ship;''
 
* ''links to approximate analogues of other nations and research trees.'' -->
 
* ''links to approximate analogues of other nations and research trees.'' -->
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 
  
* ''reference to the series of the ship;''
+
* {{Specs-Link|uk_dark_class}}
* ''links to approximate analogues of other nations and research trees.''
+
* {{Specs-Link|uk_brave_borderer}}
  
 
== External links ==
 
== External links ==
Line 155: Line 201:
 
* ''other literature.'' -->
 
* ''other literature.'' -->
 
''Paste links to sources and external resources, such as:''
 
''Paste links to sources and external resources, such as:''
 
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
 
* ''other literature.''
 
* ''other literature.''
  
 
{{Britain boats}}
 
{{Britain boats}}

Revision as of 21:37, 2 June 2021

Rank IV USSR | Premium | Golden Eagles
Tu-1 Pack
Dark Aggressor TD
uk_dark_class_mtb_td.png
GarageImage Dark Aggressor TD.jpg
Dark Aggressor TD
Show in game

Description

The Dark-сlass, Dark Aggressor (FPB 1102) TD is a gift rank III British motor torpedo boat with a battle rating of 2.3 (AB/RB/SB). It was introduced during Update "New Power" as a reward for watching War Thunder streams on Twitch.tv along with a unique skin for the vehicle.

General info

Survivability and armour

Armourfront / side / back
Hull40 mm (wood)
Superstructure15 mm (wood)
Number of section4
Displacement64 t
Crew15 people

Dark Aggressor has the following armour layout:

  • Hull: 40 mm, wood
  • Superstructure: 15 mm, wood

Dark Aggressor has no armour at all, lacking even a gunshield for the main cannon. Right beneath the gun are also two large ammunition racks. These cannot be removed unless all ammo for the main gun is emptied. Altogether, with a crew complement of only 15, Dark Aggressor's survivability is low.

On top of this, being a small boat, she can be hull-broken by any gun with a diameter above 4 inches (102 mm). At Dark Aggressor's battle rating, there are three guns capable of hull-break: the 8cwt QF Mk I (114 mm) (found on Dark Adventurer), the 10.5 cm SK C/32 (found on AF D3), and the 120 mm/45 Type 3 (found on Syonan). Luckily for Dark Aggressor though, the first two are quite rare to see and are mounted on vehicles that are easily knocked out themselves, and the third is a rather bad cannon that most players don't even use. This makes hull-breaks fairly rare.

All things considered, aside from the ammunition racks in the bow, Dark Aggressor's survivability is more or less average. Low survivability and the ability to be hull-broken are the norms for most boats at this battle rating and really shouldn't be looked at as a disadvantage on the part of Dark Aggressor.

Mobility

Speedforward / back
AB104 / 38 km/h
RB74 / 27 km/h
Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock 73 27 ~26.18 ~43.98
Upgraded 100 37 ~17.38 ~27.66
RB/SB Stock 64 24 ~29.02 ~50.04
Upgraded 74 27 ~23.83 ~40.03

Dark Aggressor's maximum speeds, mobility, acceleration, and stopping are all average, not too much better or worse than any of the other fast motor torpedo boats or motor gun boats around her battle rating.

Modifications and economy

Repair costBasic → Reference
AB925 → 1 151 Sl icon.png
RB1 267 → 1 577 Sl icon.png
Total cost of modifications19 500 Rp icon.png
31 900 Sl icon.png
Talisman cost980 Ge icon.png
Crew training13 000 Sl icon.png
Experts47 000 Sl icon.png
Aces400 Ge icon.png
Research Aces280 000 Rp icon.png
Reward for battleAB / RB / SB
80 / 130 / 100 % Sl icon.png
136 / 136 / 136 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
1 300 Rp icon.png
Cost:
2 100 Sl icon.png
150 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
1 100 Rp icon.png
Cost:
1 800 Sl icon.png
125 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
1 200 Rp icon.png
Cost:
2 000 Sl icon.png
135 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
1 600 Rp icon.png
Cost:
2 600 Sl icon.png
185 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
1 300 Rp icon.png
Cost:
2 100 Sl icon.png
150 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
1 100 Rp icon.png
Cost:
1 800 Sl icon.png
125 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
1 100 Rp icon.png
Cost:
1 800 Sl icon.png
125 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
1 600 Rp icon.png
Cost:
2 600 Sl icon.png
185 Ge icon.png
Mods ammo.png
40 mm HE clips
Research:
1 300 Rp icon.png
Cost:
2 100 Sl icon.png
150 Ge icon.png
Mods ammo.png
40 mm AP clips
Research:
1 100 Rp icon.png
Cost:
1 800 Sl icon.png
125 Ge icon.png
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Primary Armament Targeting
Research:
1 200 Rp icon.png
Cost:
2 000 Sl icon.png
135 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
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Cost:
2 000 Sl icon.png
135 Ge icon.png
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Depth Charges
Research:
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Cost:
2 000 Sl icon.png
135 Ge icon.png
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Artillery Support
Research:
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Cost:
2 600 Sl icon.png
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Torpedo Mode
Research:
1 600 Rp icon.png
Cost:
2 600 Sl icon.png
185 Ge icon.png

Armament

Primary armament

Turret40 mm QF Mark VII gun
Ammunition2000 rounds
Belt capacity4 rounds
Fire rate160 shots/min
Vertical guidance-10° / 89°
Main article: QF Mark VII (40 mm)

In her primary armament group, Dark Aggressor has a single 40 mm QF Mark VII in a single mount just in front of the bridge. It has 1500 rounds of ammunition available for it. It can traverse horizontally at a rate of 40°/s and vertically at a rate of 34°/s. The gun has a magazine capacity of 4 rounds and has a rate of fire of 160 rounds/min. With a stock crew, the gun can be reloaded in 0.49 seconds; with an aced crew, it can be reloaded in 0.38 seconds. Firing the gun for too long will cause it to jam. Its maximum range against surface targets is roughly 3.25 km.

Guidance for the Secondary Gun Turret
Horizontal Vertical
±180° -10°/+89°

There are three ammunition options available:

  • Universal: AP-T/HEFI-T
  • 40 mm HE clips: HEFI-T/HEFI-T/HEFI-T/AP-T
  • 40 mm AP clips: AP-T/AP-T/AP-T/HEFI-T
Penetration Statistics
Ammunition Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
Universal 80 77 66 57 50 45
40 mm HE clips 80 77 66 57 50 45
40 mm AP clips 80 77 66 57 50 45

Additional armament

Setup 14 x 533 mm Mk.VIII torpedo
Setup 22 x Mk.VII depth charge
Setup 34 x 533 mm Mk.VIII torpedo
2 x Mk.VII depth charge

Dark Aggressor has four torpedo tubes, two on each side, and can carry a total of four 533 mm Mk.VIII torpedoes. The torpedo tubes are pointed forwards but are angled outwards on each side. They are fixed, requiring the boat to be turned in order to aim them.

Torpedo Characteristics
Torpedo Mode Mass (kg) Maximum speed in water (km/h) Travel distance (km) Depth stroke (m) Arming distance (m) Explosive type Explosive mass (kg) TNT equivalent (kg)
No 1566 84 4.57 1 50 TNT 327 327
Yes 1566 76 6.40 1 50 TNT 327 327

The Torpedo Mode modification is available as a tier IV modification. Installing it has the following changes:

Torpedo Mode Specification Changes
Max Distance (m) Max Speed (m/s)
+1830 -1

Dark Aggressor can carry two Mk.VII depth charges mounted on the aft, one on each side facing outwards. The depth charges drop one-at-a-time in the following order (see the image):

  1. Starboard side
  2. Portside

Before spawning, the detonation time delay can be set anywhere between 3 seconds and 10 seconds.

Mass (kg) Explosive Type Explosive Mass (kg) TNT Equivalent (kg)
196 TNT 130 130

Usage in battles

Ammunition Choices

The best ammunition choice is 40 mm HE clips because it has the highest ratio of HE rounds to AP rounds, which means it has the highest effectiveness against both aircraft and surface targets. The 40 mm HE clips should be the primary ammunition type used, but several 40 mm AP clips should also be taken into battle for use against certain armoured targets and against enemies sailing directly bow-in. In the latter case, HE rounds will detonate on a possibly already-destroyed bow compartment, leaving the rest of the vessel unharmed. AP rounds will pass through the bow compartment and deal damage to the rear of the vessel.

From arcade battle experience, AP rounds are more versatile in battle and are the better choice in most situations especially when engaging surface targets of similar size within tier 2 and always try to resolve direct fights as quickly as possible (either by winning or disengaging as quickly as possible). This boat is best used when outranging, flanking or ambushing the opposition given the facts it possess poor armour but the gun can sustain long periods continued fire therefore, strafing targets is encouraged.

Torpedoes

The 18-inch Mk.XII is fairly average in terms of maximum speed and range, but it has a very low TNT equivalence compared to other torpedoes at this tier. Still, a hit with the Mk.XII torpedo on any boat at this tier is more than enough to destroy it. Otherwise, this is torpedo is unnoteworthy.

The Torpedo Mode modification should always be installed. The higher maximum speed is much more valuable against the fast-moving boats of tier I and II, and the maps are small enough that the reduction to the maximum range doesn't really matter.

Depth Charges

Being anti-submarine weapons and with the present lack of submarines in the game, there is practically no reason to use them. While they can be used against surface targets, this is extremely situational. Sailing up right next to a slower target and dropping a depth charge can lead to some success, though again, this is very situational. If attempting this, remember the order in which the depth charges drop and that there is no reason to use any depth charge activation time setting above the minimum 3 seconds, since higher delay times means the depth charge will sink further, and thus away, from the target. Again, it should be reiterated that this is very situational.

There is no practical reason to take them into battle, since, if they're not dropped, they essentially become unarmoured ammo racks.

Pros and cons

Pros:

  • 40 mm QF Mark VII: powerful HE rounds, very high-penetration AP rounds (80 mm)
  • Very quick reload, practically continuous fire
  • Can outrange most enemies

Cons:

  • 40 mm QF Mark VII cannot fire directly backwards and takes a long time to cool
  • Main armament easily knocked out
  • No secondary or AA guns
  • Two large ammo racks below the forward gun, cannot be removed

History

Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the ship and adding a block "/History" (example: https://wiki.warthunder.com/(Ship-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

Media

Excellent additions to the article would be video guides, screenshots from the game, and photos.

See also

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • other literature.


Britain boats
Motor torpedo boats  Brave Borderer · Dark Aggressor · Dark Aggressor TD · Fairmile D (617) · Fairmile D (697) · Fairmile D (5001) · HMS Gay Archer
  MTB-1(1) · MTB-1(2) · MTB Vosper · MTB Vosper(2) · MTB-422
Motor gun boats  Dark Adventurer · Fairmile A (ML100) · Fairmile B (ML345) · Fairmile C (312) · Fairmile C (332) · Fairmile D (601) · Fairmile H LCS(L)(2)
  HMAS Arrow · MGB-61 · MGB-75 · ML 1383 · SGB Grey Fox · SGB Grey Goose
Gunboats  HMS Spey